Originally Posted by
DNSolver
I figured I would pop in and share some thoughts.
1) Hymns in my most recent SB. I wanted a card that hit both Storm and Sneak and Show. These are *not* for fair matchups because we roll all of them except for D+T. Another option to hit Storm and Sneak is Warping Wail, but Hymn is actually easier to cast in this deck.
2) Safekeeper beats Miracles. Steely Resolve is fine vs D+T and Miracles, but it is still vulnerable to some cards that Safekeeper is not. There are definitely tradeoffs. Examples of what I'm talking about: a) Safekeeper gets shut down by Revoker out of D+T, while Steely Resolve can be Flickerwisp'd. b) Miracles is boarding in artifact/enchantment destruction like EE/Disenchant/Council's Judgment. All three hit both effects. Terminus hits Safekeeper as well. However, in general I've found Safekeeper to be excellent against them, as long as you don't attack into a surprise Snapcaster Mage block.
3) Not of This World is good against D+T if you're on a plan of going as fast as possible, rather than trying to grind with Sylvan Library. If you are going to keep in fast mana and try to make Lage on turn2/3, Not of This World isn't bad. My current plan involves removing fast mana vs D+T, so I can't make use of NOTW.
4) Duress is fine on the play vs D+T but can be cut on the draw when they can play Vial already. It's very relevant for taking equipment and Swords so I wouldn't auto-board it out if you are on a grindy plan in the matchup.
5) Please play Sejiri Steppe and Bojuka Bog in your maindeck.
6) I think cutting Safekeepers from the main will really hurt. At worst you can use it to block, at best it wins the game.
7) People can't *play around* Safekeeper if you can resolve it with the help of a discard spell. In my entire time playing the card I have only had one opponent beat it, and that was because I misplayed. D+T opponent Wastelanded me, I just let it go rather than protect my token with the land he targeted. Because of that, opponent used mainphase Flickerwisp to eat another land, Karakas to eat another land, block with Flickerwisp, then Karakas to eat my last land, and finally Path to kill the token. That beat four activations of Safekeeper. Every other time, Safekeeper must be Revoker'd or immediately Terminus'd away. You can't *save up* enough effects to beat it. If Miracles goes for saving up lots of Plows and Snapcasters, they can get wrecked by Surgical Extraction on our side.